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#1 FX924

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發表於 2011 年 10 月 16 日 - 上午 07:11

http://www.youtube.com/watch?v=qTL5PB_EgxA

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=================
BF3 tournament footage @ Geforce LAN 6
http://www.youtube.com/watch?v=G63kpk3kcf4

=================

5 mins offscreen gameplay of Damavand Peak TDM
http://www.youtube.com/watch?v=Bj1ENmlOwSI


=================
.44 + scope :lol:

本篇文章已被 FX924 於 2011 年 10 月 16 日 - 上午 07:18 編輯過

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Believing that life is not easy or fair made it easier to deal with reality.

Time to get some change!

 

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#2 FX924

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發表於 2011 年 10 月 16 日 - 上午 08:41

-Beta and final game "black and white" change.
-Smoother, less choppy
-Hit registration improved drastically
-No changes in Destruction 3.0, same as Beta
-Mortar- deployable; crosshair moves on minimap to target; 50% damage to one-hit kill; big explosion (bigger than grenade, not as big as OP Metro explosion)
-Squad system works now, goes up to Hotel squad; can see other squad-mate's perks
-Commo-Rose not in yet
-Javelin locks-on on like Stinger, can fire directly or indirectly (from above)
-TV Guide missile on Attack Chopper less range than BF2 missile; not one hit kill and weaker than in BF2


Operation Firestorm

-Not as large as Caspian.
-More vehicles than Caspian (6 tanks per side)
-Closer quarters, tighter infantry fights than Caspian.


Grand Bazaar

-Similar to Mashtuur City but less open freedom to run around
-Tight quarters



- Kharg island confirmed to be the most largest map in BF3 with 7 flags.
- Damavand Peak's looking to be epic, with proper BF2-like flag placement.
- World map similar to BF2-like.
- Tanks seem to be buffed.
- Operation Firestorm plays really well, flag placement is decent, despite the footage we've been shown.
- Little bird will be on Damavand Peak.
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Believing that life is not easy or fair made it easier to deal with reality.

Time to get some change!

 

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#3 FX924

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發表於 2011 年 10 月 16 日 - 上午 08:56

Squad management
http://www.youtube.c...etailpage#t=49s
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Believing that life is not easy or fair made it easier to deal with reality.

Time to get some change!

 

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#4 Lafudoci

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發表於 2011 年 10 月 16 日 - 上午 11:37

GTX 580 SLI 果然超順的 @0@

-Squad system works now --> YES!!!!

-Commo-Rose not in yet --> NO~~~~~~!!!

本篇文章已被 leftc 於 2011 年 10 月 16 日 - 上午 11:40 編輯過

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#5 kn03ee

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發表於 2011 年 10 月 16 日 - 上午 11:45

原來 support 的迫擊砲是真的可以佈署的 :ph34r:
我原本以為只是一個可以呼叫砲擊的工具而已

支援翻譯

-Beta and final game "black and white" change.
Beta 和完整版遊戲有 "黑白分明" 的改變

-Smoother, less choppy
更加順暢,較少有斷斷續續延遲的情況

-Hit registration improved drastically
命中判定大幅的改進

-No changes in Destruction 3.0, same as Beta
Destruction 3.0 引擎沒有太大的更改,效果如同 Beta 所見的

-Mortar- deployable; crosshair moves on minimap to target; 50% damage to one-hit kill; big explosion (bigger than grenade, not as big as OP Metro explosion)
迫擊砲 - 可以布署;利用準星在小地圖上瞄準;可以造成50%到一擊必殺的傷害量;造成大爆炸的效果(比手榴彈爆炸效果大,但比在地鐵行動炸毀地下入口的效果小)

-Squad system works now, goes up to Hotel squad; can see other squad-mate's perks
小隊系統現在已經可以運作;總共支援到 H 小隊;可以從選單中看到隊員裝備的技能

-Commo-Rose not in yet
罐頭語音並沒有出現在遊戲中

-Javelin locks-on on like Stinger, can fire directly or indirectly (from above)
標槍飛彈利用類似刺針飛彈瞄準的方式瞄準;可以直接發射或是非直接方式(攻頂方式)

-TV Guide missile on Attack Chopper less range than BF2 missile; not one hit kill and weaker than in BF2
攻擊直升機上的 TV 導彈距離比 BF2 時短;威力較弱,不會像 BF2 一樣一擊必殺

Operation Firestorm
火風暴行動

-Not as large as Caspian.
沒有像是 Caspian 邊境地圖那麼大

-More vehicles than Caspian (6 tanks per side)
比 Caspian 邊境地圖擁有更多載具 ( 一方六輛戰車)

-Closer quarters, tighter infantry fights than Caspian.
近身戰鬥,比 Caspian 邊境地圖更加緊奏的步兵巷戰


Grand Bazaar
Grand Bazaar 地圖

-Similar to Mashtuur City but less open freedom to run around
類似 BF2 中 Mashtuur City 的地圖,但是地圖較侷限,比較少有可以讓玩家自由移動的環境

-Tight quarters
緊湊的巷戰

- Kharg island confirmed to be the most largest map in BF3 with 7 flags.
Kharg island 地圖確定將是 BF3 中最大的地圖,將會有七個占領點

- Damavand Peak's looking to be epic, with proper BF2-like flag placement.
Damavand Peak 地圖看起來十分的壯觀,而他的占領點擁有類似 BF2 的適當據點配置

- World map similar to BF2-like.
類似 BF2 的大地圖

- Tanks seem to be buffed.
戰車似乎被增強了

- Operation Firestorm plays really well, flag placement is decent, despite the footage we've been shown.
火風暴行動地圖非常的好玩,據點分布的十分適當,

- Little bird will be on Damavand Peak.
Damavand Peak 地圖將會有小鳥偵查直升機


本篇文章已被 kn03ee 於 2011 年 10 月 16 日 - 下午 12:11 編輯過

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#6 Johnny Lin

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發表於 2011 年 10 月 16 日 - 下午 12:36

打翻譯到一半去買菜,被樓上搶先了 :P
那就來發一下牢騷順便介紹一下:

武直上的電視導引對地飛彈)(TV導彈):

系指由一般視線切換到飛彈彈頭上的螢幕,發射後靠準心的移動來改變飛行路徑,BF2中是靠可動的滑鼠準心點選目標地,2142中發射時是延飛行方向直線射出,後飛彈移動和滑鼠是同步的←怕BC2的人不懂

無法一擊必殺:因BF2中主要是拿來打裝甲載具(當然打步兵也行),上彈時間不短且剛切換時有2秒左右會不能發射,在家上TV彈在BF2中飛的算快,所以控制上需有一定技巧,所以對這我還滿不樂觀的...(真覺得昨天某人飆髒話的力氣應該發在這裡....包括罐頭音還沒做好這件事

卡肯沒記錯的畫有超過七個旗點,加上沒有旗子的普通重生點應該有超過10個吧?哈爾克島真的是最大嗎....?
-----------------------------------------
應該有人會覺得我一直唱衰BF3,或說我念舊不忘,然後拿COD裹足不前來反襯BF3的進步來反駁

但我想說的是:
創新?可以,但當為了拉攏其他系列玩家而做的"同化"並放棄最原始老兵們喜愛他的"特色"時,這還能叫創新嗎?
(當然大量的解鎖與一些新加入的元素(模式、動作、載具更真實...等)我不否認真的不錯)

再來和COD系列的比較
遊戲經過六年而畫質與特效進步對我來說是應該的吧??IW不革新是他們退步,但一款遊戲的外觀品質隨著時間而進化不該是理所當然的嗎??

扣掉應該要進步的畫面,為了迎合新玩家而改變風格(不是強化或修正過去系統),目前的BF3真能說比2142更進步嗎??

雖然我也無反斷論真的進步與否,而且看到"with proper BF2-like flag placement."這句話我也略感寬慰
不過到最後還是老話兩句:"銷量決定一切"與"時代的巨輪不會停"吧

一切成敗好壞,就看10/25號見真章囉

(其實內心還有小小的期望,妄想DICE的行銷方針是靠BF3衝大市場並等BF4來個大回歸,有這可能嗎 ;) )

本篇文章已被 Johnny Lin 於 2011 年 10 月 16 日 - 下午 01:51 編輯過

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#7 S.H Fu

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發表於 2011 年 10 月 16 日 - 下午 12:36

正式版??
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#8 Cpl.GUNNER

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發表於 2011 年 10 月 16 日 - 下午 05:55

我比較期盼有個2143、2162之類的出現 :D :D 我要開鋼彈!!!!
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#9 kaho

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發表於 2011 年 10 月 16 日 - 下午 06:26

我所期待的罐頭語音還沒有 :(
這不是我所認識的BF
還我罐頭語音 :angry:
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#10 弱智兒的春天

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發表於 2011 年 10 月 16 日 - 下午 06:55

那個TDM模式還真的有像到COD(汗

話說這是正式版了嗎??

怎沒罐頭語音

難道遊戲一發售就會先來個大更新....

總之10/25也快到了...
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#11 SamDLin

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發表於 2011 年 10 月 16 日 - 下午 07:19

總之 BF3也是很好玩的,雖然失去了BF2廣大的活動範圍。

BF2所需的廣大範圍是為了跑去敵人家吧?(或繞路(BF3也可以繞路阿!!


BF3比BF2還少了一點小隊合作

不過多了團隊合作(拜RADIO 所賜(全場人全擠在某地(不是很合作嗎 :lol:
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http://g.bfbcs.com/1...Sky_Of_Hero.png
這網站更新超慢..
武直當BF2開的小小主駕手,歡迎來試乘

#12 kn03ee

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發表於 2011 年 10 月 16 日 - 下午 07:55

那個TDM模式還真的有像到COD(汗

話說這是正式版了嗎??

怎沒罐頭語音

難道遊戲一發售就會先來個大更新....

總之10/25也快到了...


Day-one patch 也不是不可能 :ph34r:
因為很多遊戲都會在上市之後趕著更新 zzz
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#13 蛋餅不加蛋

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發表於 2011 年 10 月 16 日 - 下午 08:01

遊戲應該在趕著壓製了,有些Beta上的bug會在遊戲上市後更新
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#14 FX924

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發表於 2011 年 10 月 17 日 - 下午 08:42

連結

I just got back from the GeForce LAN that was held in Oakland and thought I would share some of my thoughts after getting to play lots and lots of BF3 on the latest build they had there. Hope this brain dump helps to ease the wait for 10/25, if only for a little bit.
General Gameplay/Interface

Let me start off by saying that the build we played at the GeForce LAN was light years ahead of the Beta. It's the theme that will probably run through the rest of this post; it was a great relief to see how much work DICE has put into polishing BF3 up for the final release. Off the top of my head, asides from few bugs (noted at the end), I didn't run into any of the glitches people were having in the Beta(such as rubbernecking or map glitches.)

Chat interface. FIXED. The chat text now blends in and matches the rest of the GUI. It is in the same location but that black background is no longer there; the chat is overlayed on the screen just like in previous Battlefield games.

Squad screen. FIXED. Pictures of the new squad screen have obviously already popped up on Reddit, and I can't really add anything asides from confirming that it looks exactly as it does in the pictures. However, there still isn't a "Join Squad" option that lets you populate an empty squad. You click "find Squad" and it automatically puts you in a squad just like Beta, although based off the new design it seems like they will have full squad join functionality in the final build (Crash7800, can you back a brother up?).

3D spotting was quite a bit more refined in this build than it was in the Beta. If you spotted someone and then they got behind cover(buildings or vegitation/rocks), their on-screen 3D spot dissappears immediately. No more firing at doritos in the foliage.

Minimap. FIXED! The minimap has been vastly improved and is almost on par with the map found in BF2. It's a nice, full minimap now: you can see all the flags, your teammates, empty vehicles...etc. The only thing that seemed like a minor issue is that the zoom levels seemed funky on some maps (like Operation Firestorm) and there wasn't an option to set whether the map would rotate with the player or remain locked onto the compass.

Rocks can no longer be shot through. (LULZ)

The Options menu is now accessible while dead or alive.

The kill cam screen seems to have been shortened in duration, although this could have just been on TDM.

There are customizable camo options available for the picking now. From what I could see there were a few solid color uniforms (Black, Blue, Green, Tan, Grey), a few different types of camoflouge (desert/forest/urban), and a few special ones like the SPECACT uniforms and one named the "Dr. Pepper" camo which I can only assume will be tied into a marketing blitz just like the SPECACT stuff was tied in with them during BC2. Each camo "selection" had a corresponding Russian and US version so that you would never be able to put on the same uniform as the opposing team.

Hit detection seemed vastly improved. Granted, we were in a LAN environment, but I believe the BF3 servers were actually being hosted down in LA (7 hours away). TDM and 32-player Rush were silky smooth but there was still some weird lag on the 64-player conquest maps. It was fairly rare though, so maybe it was just actual internet traffic issues.

There was a notification now for you to press "Q" if you needed ammo/medic that appeared to pop up automatically if you needed either of those things.

The new in-game icons that show up over teammates, dead players, and dead players who need a revive have been completely overhauled. They are thicker and a bit brighter; the end effect is that they are much more noticeable.

They bumped up the points you receive for completing team objectives. Off the top of my head, neutralizing a flag nets you 200 points, and capping it gives you an additional 250 points. MCOM attacking/defending saw a similar boost.

Weapons

The damage model for the weapons, on the whole, feels much more polished than the Beta. The damage glitch where people would take more damage due to sprinting is noticably gone and the gun play now feels much more balanced and even.

Firing an unsuppressed weapon marks you on the enemy's minimap for a few seconds; there is now a tangible benefit to rocking the silencer. Most of the teams in the 4v4 TDM tourney had silencers on everything because of this fact.

The SUNFIRE TACTICAL LIGHT OF THE GODS has been toned down just a bit. I'd say the circle of light is maybe 20-30% smaller? I didn't run into too many people using it.

UMP45: Definitely toned down. I didn't play with it much but there weren't lots of people running around with it, even on some of the tight CQB maps that were played in TDM. It looks like it still packs a punch at close range but loses power quickly at range.

M39 EMR: Pretty sexy, didn't play with it a lot but it seemed like a slightly better version of the SKS.

SKS/MK11: Seemed like they were toned down from their god-like powers in the Beta, although it's very possible this is as a result of the fixes to the damage model that DICE made. (See above)

Bolt Action Snipers: Seems like the bolt action animation has been tweaked to make it harder to quickscope like you could in BC2 and the Beta.

T-UGS (Recon Emitter): Now works as advertised with people popping up on your mini-map who are moving within the range of the emitter.

SOFLAM: Didn't try it. Sorry :'(

Javelin: Worked like a ground version of the stinger missile, it didn't pack much of a punch against heavy armor. Only played with it a few times. Locks on, fire and forget.


Mortars: \o\ \o/ /o/. These things are a complete blast. You place them on the ground just like a T-UGS or the Mobile Spawn Point. Once placed, your minimap expands and a ret appears on the minimap that you can drag around for a set range. Click, fire, wash, rinse, repeat. At first they seemed like they would be OP but they have a lag time and a margin of error that prevented utter domination. I can see some really interesting tactics being developed for this in competition. It's perfect for bombarding a squad that is camping a certain area. More info down here.

M16A4: This 3-round burst varient of the classic workhorse was a ton of fun to play with. Combined with the "Heavy Barrel" attachment it seemed to be really solid at long range.

KH2002: This was the other assault rifle that wasn't in the Beta. It had a nice burst mode and seemed suited for medium-range engagements.

T88: Didn't play but one round with it: didn't even fire it. No info. Sorry :'(

M1911: Pretty sexy. Packs a punch. Has the most varients of all the pistols (Regular, Suppressed, Tac Light, Suppressed AND Tac Light). Good times.

M44 Scoped: Sniped a few dudes on Firestorm with this, seems like a great weapon to finish people off at medium range. However, the firing speed was slow.


SG552: Decent engineer weapon. Didn't play with it much. No info. Sorry :'(

Maps

Damavand Peak. (TDM). They only had this map playing during the TDM 4v4 tournament (unless I missed something?). It took place in a fun quarry area that had lots of industrial machinery and massive dump trucks (TONKA TRUCKS!) all over. Tight infantry action. I tried to peek around to see the rest of the map beyond where the TDM area was and it looks really big. Awesome vibe.

Grand Bazaar. (TDM). Again, I only played this one in the 4v4 tournament on TDM. There was a mosque, a market area, and then some streets and backalleys that were intertwined to make a really layered TDM map. It was obvious that DICE really put time in to give each of these maps character; Grand Bazaar had a unique sense of place. Can't wait to see 32p Conquest on it.

Operation Firestorm. (TDM, 64p Conquest, 32p Rush). First things first: this map is huge. Hell, each side starts off with something like SIX heavy armor vehicles on each side at their main spawns. Rush was just the 64p conquest map, but you fought from the US spawn across four stages to the RU spawn. TDM took place at one of the flags and involved three warehouses and a crate yard that had a lot of awesome terrain for tight TDM combat.

Caspian Border. (64p Conquest). Not much to say here. The fences were fixed so that jeeps no longer get stuck on them. I didn't manage to take down the massive antenna, although you are now able to take down the radio tower that sits at the "Hilltop" spawn; it falls over on to the rocky area behind the flag.

Operation Metro (TDM, 32p Rush). There were a few minor changes to the map in regards to shrubbery placement. Asides from that, it seemed just like it did in the Beta. TDM takes place all through the last stage of Rush: the "Apartments" area. It looked like fun, but they were having issues with it on TDM so they took it out of the tournament rotation.

Bugs/Complaints

The only two recurring bugs I noticed both involved the ret. The first one happened quite often when I switched back to my main assault rifle after being scoped in on the M320 grenade launcher. I would get the grenade launcher ret from BF2 overlayed on top of the normal ret from the rifle.

The second reticle bug was one that I noticed happening a few times in the Beta. I would unsight from my iron sights only to not have my normal white reticle pop back up. Switching to pistol and then back again usually fixed it. Hopefully this gets fixed.

The only design complaint I had with the new build is that for some reason they've change the medic pack icon on the minimap and in-game to this funky-looking band aid instead of the standard "Red Cross" in BF2 and BC2. It looks really dumb and isn't intuitive in the least bit.

TL;DR, DICE fixed most bugs and issues, game is super polished, the Beta woes are no more. The (almost) final build is looky QUITE SEXY. 10/25 can't come soon enough.

Correct, when your minimap expands you can see any red dots that teammates or a UAV/T-UGS have spotted. With the right teamwork a UAV/Mortar combination could be killer, as long as you have some guys watching your back. The mortars have a decent range, I set them up outside of the "Checkpoint" spawn on Caspian Border and was able to just barely reach the "Hilltop" spawn. You also are restricted to what seems to be a (90?) degree cone stretching out from the direction you are facing when you place the mortar. If you want to aim mortars to your left, right or flank, you have to stand up, pick the mortar up, and place it down again facing the new direction. You get nice firepower, but you are pretty exposed and vulnerable while firing it. It makes a loud noise
P.S. The Dr. Pepper camouflage wasn't hokey or anything; it looked kind of like a funky remix of CADPAT from the Canadian Army.


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Believing that life is not easy or fair made it easier to deal with reality.

Time to get some change!

 

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ExorcistFX.png




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